Hello,
I have a trigger that spawns 16 Spike Traps and 16 Fire Traps every 15 seconds and then removes all of them 3 seconds later. However, there are two bugs that occur.
The first bug is the strangest because it doesn't occur every time the trigger fires! It happens on average about 1 out of 4 times. The bug is that some Fire and Spike traps spawn in the center of the map, thus I had a to create another trigger to remove these periodically.
The second bug is that the Fire Traps in the 9th Fire Trap region do not remove themselves. I have checked several times that all of the variables are in place.
I suspect that there is some sort of heavy leak in these triggers. Here are the Fire and Spike traps.
This is the trigger I'm using to remove the bugged destructibles. Do Destructible Groups leak?
I have a trigger that spawns 16 Spike Traps and 16 Fire Traps every 15 seconds and then removes all of them 3 seconds later. However, there are two bugs that occur.
The first bug is the strangest because it doesn't occur every time the trigger fires! It happens on average about 1 out of 4 times. The bug is that some Fire and Spike traps spawn in the center of the map, thus I had a to create another trigger to remove these periodically.
The second bug is that the Fire Traps in the 9th Fire Trap region do not remove themselves. I have checked several times that all of the variables are in place.
I suspect that there is some sort of heavy leak in these triggers. Here are the Fire and Spike traps.
Trigger:
- Spike Traps
- Events
- Time - Every 15.00 seconds of game time
- Conditions
- Actions
- For each (Integer B) from 1 to 16, do (Actions)
- Loop - Actions
- Custom script: set bj_wantDestroyGroup = true
- Unit Group - Pick every unit in (Units in RegionSpikeDeath[(Integer B)]) and do (Unit - Kill (Picked unit))
- Set Efixed = E[(Integer B)]
- Sound - Play Spikes1 <gen> at 100.00% volume, located at Efixed with Z offset 0.00
- Sound - Play Spikes2 <gen> at 100.00% volume, located at Efixed with Z offset 0.00
- Destructible - Create a Cage at Efixed facing (Random angle) with scale 0.60 and variation 0
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Destructible - Create a Cage at (Efixed offset by 75.00 towards (60.00 x (Real((Integer A)))) degrees) facing (Random angle) with scale 0.60 and variation 0
- Loop - Actions
- Loop - Actions
- Custom script: call RemoveLocation(udg_Efixed)
- Wait 3.00 seconds
- For each (Integer B) from 1 to 16, do (Actions)
- Loop - Actions
- Destructible - Pick every destructible in RegionSpikeDeath[(Integer B)] and do (Actions)
- Loop - Actions
- Destructible - Remove (Picked destructible)
- Loop - Actions
- Destructible - Pick every destructible in RegionSpikeDeath[(Integer B)] and do (Actions)
- Loop - Actions
- For each (Integer B) from 1 to 16, do (Actions)
- Events
Trigger:
- Fire Traps
- Events
- Time - Every 15.00 seconds of game time
- Conditions
- Actions
- For each (Integer B) from 1 to 16, do (Actions)
- Loop - Actions
- Custom script: set bj_wantDestroyGroup = true
- Unit Group - Pick every unit in (Units in RegionFireDeath[(Integer B)]) and do (Unit - Kill (Picked unit))
- Set Ffixed = F[(Integer B)]
- Sound - Play FireScream2 <gen> at 100.00% volume, located at Ffixed with Z offset 0.00
- Destructible - Create a Crates at Ffixed facing (Random angle) with scale 0.60 and variation 0
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Destructible - Create a Crates at (Ffixed offset by 75.00 towards (60.00 x (Real((Integer A)))) degrees) facing (Random angle) with scale 0.60 and variation 0
- Loop - Actions
- Loop - Actions
- Custom script: call RemoveLocation(udg_Ffixed)
- Wait 3.00 seconds
- For each (Integer B) from 1 to 16, do (Actions)
- Loop - Actions
- Destructible - Pick every destructible in RegionFireDeath[(Integer B)] and do (Actions)
- Loop - Actions
- Destructible - Remove (Picked destructible)
- Loop - Actions
- Destructible - Pick every destructible in RegionFireDeath[(Integer B)] and do (Actions)
- Loop - Actions
- For each (Integer B) from 1 to 16, do (Actions)
- Events
This is the trigger I'm using to remove the bugged destructibles. Do Destructible Groups leak?
Trigger:
- Remove Garbage
- Events
- Time - Every 3.00 seconds of game time
- Conditions
- Actions
- Destructible - Pick every destructible in Remove Garbage <gen> and do (Actions)
- Loop - Actions
- Destructible - Remove (Picked destructible)
- Loop - Actions
- Destructible - Pick every destructible in A15 <gen> and do (Actions)
- Loop - Actions
- Destructible - Remove (Picked destructible)
- Loop - Actions
- Destructible - Pick every destructible in Remove Garbage <gen> and do (Actions)
- Events